Cards of a Master (5e Equipment)

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Wondrous Item, artifact (requires attunement by a creature with proficiency in playing cards able to cast at least one spell)

When attuned, the cards can be used for games and always makes you win they can also be used for combat they know what you want and become more accurate so you get +2 on your hit modifier and your damage. All card effects happen after you hit with a card unless it is specifically stated

powers

After being used, put the card in a discard pile Takes a long rest to get all used cards back Use a physical card deck for this magic items powers(don`t take out jokers)

  • Ace(1)- instantly goes through armor.
  • card(2)- make a another action with no penalties.
  • Card(3)- trick shots without negative affects.
  • Card(4)- if hits explodes as if it is a fireball spell.
  • Card(5)- your deck disappears for 2d4 hours and the card slaps you for 2d4 - dex damage to you.
  • Card(6)- can choose to have everyone make a DC 18 con saving throw if fail they are stunned.
  • Card(7)- if hits, eats the enemy if size is medium or smaller if bigger does extra 2d6 damage.
  • Card(8)- if hits ricochet 1d8+1 enemies
  • Card(9)- call down a laser with a range 30ft and an area of 15ft and does 2d12+wis no card damage.
  • Card(10)- give your enemy a paper cut and do reacuring 2d10 psychic damage.
  • Jack(11)- throw three cards in a line or in a spread of 15 feet (you choose) Each card does 1d10 damage.
  • Queen(12)- enemy has to make a DC 18 wisdom saving throw or be charmed.
  • King(13)- instead of attacking you can store your card and use it as a bonus action to do damage or as a reaction to make a attack miss.
  • Joker(14)- when thrown can either do 3d10 extra damage or do any spell, level 8 or lower or a card effect before this one
    Random Properties. The Cards of a Master has the following random properties:
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